Custom test elements: What are your opinions on custom test elements? Do they make a large difference (as opposed to simply including the standard test elements from the original game)?

Story: Do you prefer whether or not there be a story, or just a hint of the story (or does it not make much of a difference to you)?

Escape Sequence: Do you think there should be an "escape sequence" where the player is supposed to escape from the facility (say, from some power-mad AI) and overcome obstacles along the way (or does it not make much of a difference to you)?

What I would like to see is a non-linear story based Portal sourcemod that focuses on puzzle solving rather then aiming precision and speed. A mod that offers the player multiple ways of solving each chamber and in the end choosing how to end the story. Focusing more on intellect over dexterity is always a good thing in my opinion.

In general I am very interested in game content development, so if you are looking for some help be sure to let me know. If nothing I would also be more the happy to beta test the release.

What I would like to see is a non-linear story based Portal sourcemod that focuses on puzzle solving rather then aiming precision and speed. A mod that offers the player multiple ways of solving each chamber and in the end choosing how to end the story. Focusing more on intellect over dexterity is always a good thing in my opinion.

In general I am very interested in game content development, so if you are looking for some help be sure to let me know. If nothing I would also be more the happy to beta test the release.

Yeah I've always liked puzzles that focus on thinking rather than ninja tricks. Rest assured that except in some challenge maps, there will be no tricky execution required.

While it's not a problem to make test chambers that can be solved in multiple ways, I'm not sure what you mean by a non-linear story (with regards to Portal). Could you elaborate?

Maybe he means not just going from one chamber to the next solving the puzzles one after the other, although that sounds really difficult to implement.

A basic idea I have is maybe you could choose one path and the game/story would progress normally, but also have a secret (or not so secret) decision you would make that would give an entirely different perspective on the story/situation. Also, it doesn't necessarily have to make literal sense in my opinion.

P.S. I like the not having to do "ninja tricks" to solve the puzzles idea.

Maybe he means not just going from one chamber to the next solving the puzzles one after the other, although that sounds really difficult to implement.

A basic idea I have is maybe you could choose one path and the game/story would progress normally, but also have a secret (or not so secret) decision you would make that would give an entirely different perspective on the story/situation. Also, it doesn't necessarily have to make literal sense in my opinion.

P.S. I like the not having to do "ninja tricks" to solve the puzzles idea.

I see... The last test can act as a fork, so the way the player solves it will determine which ending the player can finish with.